1,265 research outputs found
Computing Real Roots of Real Polynomials ... and now For Real!
Very recent work introduces an asymptotically fast subdivision algorithm,
denoted ANewDsc, for isolating the real roots of a univariate real polynomial.
The method combines Descartes' Rule of Signs to test intervals for the
existence of roots, Newton iteration to speed up convergence against clusters
of roots, and approximate computation to decrease the required precision. It
achieves record bounds on the worst-case complexity for the considered problem,
matching the complexity of Pan's method for computing all complex roots and
improving upon the complexity of other subdivision methods by several
magnitudes.
In the article at hand, we report on an implementation of ANewDsc on top of
the RS root isolator. RS is a highly efficient realization of the classical
Descartes method and currently serves as the default real root solver in Maple.
We describe crucial design changes within ANewDsc and RS that led to a
high-performance implementation without harming the theoretical complexity of
the underlying algorithm.
With an excerpt of our extensive collection of benchmarks, available online
at http://anewdsc.mpi-inf.mpg.de/, we illustrate that the theoretical gain in
performance of ANewDsc over other subdivision methods also transfers into
practice. These experiments also show that our new implementation outperforms
both RS and mature competitors by magnitudes for notoriously hard instances
with clustered roots. For all other instances, we avoid almost any overhead by
integrating additional optimizations and heuristics.Comment: Accepted for presentation at the 41st International Symposium on
Symbolic and Algebraic Computation (ISSAC), July 19--22, 2016, Waterloo,
Ontario, Canad
Simple and Nearly Optimal Polynomial Root-finding by Means of Root Radii Approximation
We propose a new simple but nearly optimal algorithm for the approximation of
all sufficiently well isolated complex roots and root clusters of a univariate
polynomial. Quite typically the known root-finders at first compute some crude
but reasonably good approximations to well-conditioned roots (that is, those
isolated from the other roots) and then refine the approximations very fast, by
using Boolean time which is nearly optimal, up to a polylogarithmic factor. By
combining and extending some old root-finding techniques, the geometry of the
complex plane, and randomized parametrization, we accelerate the initial stage
of obtaining crude to all well-conditioned simple and multiple roots as well as
isolated root clusters. Our algorithm performs this stage at a Boolean cost
dominated by the nearly optimal cost of subsequent refinement of these
approximations, which we can perform concurrently, with minimum processor
communication and synchronization. Our techniques are quite simple and
elementary; their power and application range may increase in their combination
with the known efficient root-finding methods.Comment: 12 pages, 1 figur
A Subdivision Method for Computing Nearest Gcd with Certification
International audienceA new subdivision method for computing the nearest univariate gcd is described and analyzed. It is based on an exclusion test and an inclusion test. The xclusion test in a cell exploits Taylor expansion of the polynomial at the center of the cell. The inclusion test uses Smale's alpha-theorems to certify the existence and unicity of a solution in a cell. Under the condition of simple roots for the distance minimization problem, we analyze the complexity of the algorithm in terms of a condition number, which is the inverse of the distance to the set of degenerate systems. We report on some experimentation on representative examples to illustrate the behavior of the algorithm
Exact Algorithms for Solving Stochastic Games
Shapley's discounted stochastic games, Everett's recursive games and
Gillette's undiscounted stochastic games are classical models of game theory
describing two-player zero-sum games of potentially infinite duration. We
describe algorithms for exactly solving these games
Faster SDP hierarchy solvers for local rounding algorithms
Convex relaxations based on different hierarchies of linear/semi-definite
programs have been used recently to devise approximation algorithms for various
optimization problems. The approximation guarantee of these algorithms improves
with the number of {\em rounds} in the hierarchy, though the complexity of
solving (or even writing down the solution for) the 'th level program grows
as where is the input size.
In this work, we observe that many of these algorithms are based on {\em
local} rounding procedures that only use a small part of the SDP solution (of
size instead of ). We give an algorithm to
find the requisite portion in time polynomial in its size. The challenge in
achieving this is that the required portion of the solution is not fixed a
priori but depends on other parts of the solution, sometimes in a complicated
iterative manner.
Our solver leads to time algorithms to obtain the same
guarantees in many cases as the earlier time algorithms based on
rounds of the Lasserre hierarchy. In particular, guarantees based on rounds can be realized in polynomial time.
We develop and describe our algorithm in a fairly general abstract framework.
The main technical tool in our work, which might be of independent interest in
convex optimization, is an efficient ellipsoid algorithm based separation
oracle for convex programs that can output a {\em certificate of infeasibility
with restricted support}. This is used in a recursive manner to find a sequence
of consistent points in nested convex bodies that "fools" local rounding
algorithms.Comment: 30 pages, 8 figure
On the Complexity of Solving Zero-Dimensional Polynomial Systems via Projection
Given a zero-dimensional polynomial system consisting of n integer
polynomials in n variables, we propose a certified and complete method to
compute all complex solutions of the system as well as a corresponding
separating linear form l with coefficients of small bit size. For computing l,
we need to project the solutions into one dimension along O(n) distinct
directions but no further algebraic manipulations. The solutions are then
directly reconstructed from the considered projections. The first step is
deterministic, whereas the second step uses randomization, thus being
Las-Vegas.
The theoretical analysis of our approach shows that the overall cost for the
two problems considered above is dominated by the cost of carrying out the
projections. We also give bounds on the bit complexity of our algorithms that
are exclusively stated in terms of the number of variables, the total degree
and the bitsize of the input polynomials
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